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Agent Skill · 研究检索

game-design(游戏设计)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

game-design 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 50,488。

总安装 612周安装 25GitHub Stars 13下载 196核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-design(游戏设计)
来源仓库:https://github.com/dcl-regenesislabs/opendcl
仓库路径:skills/game-design
安装命令:
npx skills add https://github.com/dcl-regenesislabs/opendcl --skill game-design
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/dcl-regenesislabs/opendcl --skill game-design

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

game-design 阐述去中心化游戏设计的核心原则,强调即时体验、自然循环和无强制终止机制。适合在设计持续在线的共享世界项目时遵循玩家自由进出、无启动界面和抗中断架构规范。提供场景优化指南,包括资源加载策略、LOD 控制和网络同步机制建议以确保流畅体验。

禁止尝试移除玩家或强制结束会话,所有交互应围绕自愿参与和异步进度保存展开。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/game-design

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/dcl-regenesislabs/opendcl --skill game-design;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

game-design 怎么安装?

在终端执行 npx skills add https://github.com/dcl-regenesislabs/opendcl --skill game-design。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

game-design 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

game-design 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

game-design 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

game-design 用的人多吗?

公开数据是累计安装 612 次,近一周安装 25 次,下载 196 次,GitHub 13 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

game-design 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
game-design

游戏设计 · 本页

61213需要联网未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Decentraland Game Design & Scene Optimization

1. DCL Game Design Philosophy

Decentraland is a continuous, shared 3D world. Design around these constraints:

  • No startup screen: The scene is always live. Players walk in from adjacent parcels — there is no splash screen, no "press start." Your scene must be meaningful the instant a player arrives.
  • No forced endings: You cannot force a "game over" state. Players can leave at any time by walking away or teleporting. Design loops that accommodate drop-in / drop-out naturally.
  • Cannot remove players: There is no API to eject a player from a scene. You can teleport a player, but only with their consent (they must accept the prompt). Design around misbehaving players with game mechanics, not eviction.
  • Boundary awareness: Players standing outside your parcel can see into it. Your scene is always on display. Neighboring scenes are visible too — consider visual harmony.
  • Shared space: Multiple players are always potentially present. Even a "single-player" puzzle is witnessed by others. Embrace or account for this.

2. Scene Limitation Formulas

All limits scale with parcel count n. Know these formulas and design within them.

ResourceFormula1 parcel2 parcels4 parcels9 parcels16 parcels
Trianglesn x 10,00010,00020,00040,00090,000160,000
Entitiesn x 2002004008001,8003,200
Physics bodiesn x 3003006001,2002,7004,800
Materialslog2(n+1) x 202031466681
Textureslog2(n+1) x 101015233340
Height limitlog2(n+1) x 20m20m31m46m66m81m
Draw callsn x 300 (target)3006001,2002,7004,800

File limits: 15 MB per parcel, 300 MB max total, 200 files per parcel, 50 MB max per individual file.

3. Texture Requirements

  • Dimensions must be power-of-two: 256, 512, 1024, 2048
  • Recommended sizes: 1024x1024 for scene objects, 512x512 for wearables
  • Avoid textures over 2048x2048 — they consume excessive memory and often exceed limits
  • Use texture atlases to combine multiple small textures into one, reducing draw calls and material count
  • Prefer compressed formats (WebP) over raw PNG where possible
  • Share texture references across materials — do not duplicate texture files

4. Asset Preloading (AssetLoad Component)

For large assets that would cause visible pop-in, use AssetLoad to pre-download before rendering:

import { engine, AssetLoad, LoadingState, GltfContainer, Transform } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'

const preloadEntity = engine.addEntity()
AssetLoad.create(preloadEntity, { src: 'models/large-model.glb' })

function assetLoadingSystem(dt: number) {
  for (const [entity] of engine.getEntitiesWith(AssetLoad)) {
    const state = AssetLoad.get(entity)
    if (state.loadingState === LoadingState.FINISHED) {
      GltfContainer.create(entity, { src: 'models/large-model.glb' })
      Transform.create(entity, { position: Vector3.create(8, 0, 8) })
      AssetLoad.deleteFrom(entity)
    }
  }
}
engine.addSystem(assetLoadingSystem)

Use this pattern for any model over ~1 MB or for assets that should be ready before a game phase begins.

5. Performance Patterns

Object Pooling

Reuse entities instead of creating and destroying them:

const pool: Entity[] = []

function getFromPool(): Entity {
  const existing = pool.pop()
  if (existing) return existing
  return engine.addEntity()
}

function returnToPool(entity: Entity) {
  Transform.getMutable(entity).position = Vector3.create(0, -100, 0)
  pool.push(entity)
}

LOD (Level of Detail)

Swap models or hide entities based on distance from the player:

function lodSystem() {
  const playerPos = Transform.get(engine.PlayerEntity).position
  for (const [entity, transform] of engine.getEntitiesWith(Transform, GltfContainer)) {
    const distance = Vector3.distance(playerPos, transform.position)
    VisibilityComponent.createOrReplace(entity, { visible: distance <= 30 })
  }
}
engine.addSystem(lodSystem)

Draw Call Reduction

  • Merge meshes in Blender before export
  • Use texture atlases (one material for many objects)
  • Limit unique materials — reuse them across entities
  • Avoid transparency when possible (transparent objects cost extra draw calls)

System Optimization

  • Do NOT run heavy logic every frame. Use timers: let timer = 0 function heavySystem(dt: number) {timer += dt if (timer < 0.5) return // Run every 500ms, not every frame timer = 0 //... expensive work here}
  • Minimize engine.getEntitiesWith() queries — cache results when entity sets are stable
  • Avoid allocating new objects (Vector3.create, arrays) inside systems that run every frame

Disable Unused Colliders

Remove collision meshes from decorative objects that players never interact with. This reduces physics body count significantly.

6. Input System Design

InputActionNotes
E keyPrimary action (IA_PRIMARY)Main interaction
F keySecondary action (IA_SECONDARY)Alternate interaction
Pointer clickIA_POINTERLeft mouse click / tap
Keys 1-4IA_ACTION_3 through IA_ACTION_6Action bar slots

Design Considerations

  • Mouse wheel is not available as an input
  • Always design for both desktop and mobile. Mobile has no keyboard — rely on pointer and on-screen buttons
  • Set maxDistance on pointer events (8-10 meters typical) to prevent interactions from across the scene
  • Use hoverText to communicate what an interaction does before the player commits

7. State Management Patterns

Module-Level State (Simple Games)

// game-state.ts
export let score = 0
export let gamePhase: 'waiting' | 'playing' | 'ended' = 'waiting'
export function addScore(points: number) { score += points }

Component-Based State (Complex Games)

Use custom components as structured data containers:

import { engine, Schemas } from '@dcl/sdk/ecs'

const EnemyState = engine.defineComponent('EnemyState', {
  health: Schemas.Number,
  speed: Schemas.Number,
  target: Schemas.Entity
})

State Machines

Model game phases as explicit states with clear transitions:

type GameState = 'lobby' | 'countdown' | 'active' | 'cooldown'
let currentState: GameState = 'lobby'

function gameStateSystem(dt: number) {
  switch (currentState) {
    case 'lobby': handleLobby(dt); break
    case 'countdown': handleCountdown(dt); break
    case 'active': handleActive(dt); break
    case 'cooldown': handleCooldown(dt); break
  }
}

8. UX/UI Guidelines

  • Keep UI minimal: The metaverse is about 3D presence, not 2D overlays. Avoid large HUDs that obscure the world.
  • Prefer spatial UI: Use TextShape on entities and 3D signs over screen-space UI whenever the information is tied to a place or object.
  • Clear affordances: Interactive objects should look interactive. Use glow effects, outlines, floating indicators, or subtle animations to signal "you can click this."
  • Sound feedback: Every significant player action should produce audio feedback. It confirms the action registered and adds polish.
  • Progressive disclosure: Do not dump all information at once. Reveal mechanics and story as the player engages. Start simple, layer complexity.
  • Immediate feedback: When a player interacts, respond within the same frame. Use tweens, sounds, or UI popups so the player never wonders "did that work?"
  • Accessibility: Use high-contrast text, readable font sizes (fontSize >= 16 for screen UI), and audio cues alongside visual ones.

9. MVP Planning

Start with the Core Loop

Ask: What does the player DO? The answer should be a single sentence:

  • "The player explores rooms and finds hidden objects."
  • "The player races other players through an obstacle course."
  • "The player collects resources and builds structures."

Prototype Fast

  • Build in 1-2 parcels first, even if the final scene will be larger
  • Use primitive shapes (boxes, spheres) as placeholders — do not wait for final art
  • Get the core loop working before adding any secondary features

Test Early

  • Deploy to a test world and walk through it yourself
  • Invite 2-3 real players and watch them (do not explain the game — see if it is self-explanatory)
  • Measure: Do players understand what to do within 30 seconds?

Iterate on Fun

  • Polish comes last. If the core loop is not fun with placeholder art, better art will not fix it
  • Cut features aggressively. A tight, small experience beats a sprawling, unfinished one
  • Replay value matters more than content volume in DCL (players return to scenes they enjoy)

MVP Checklist

  • Core loop is playable in under 60 seconds
  • Works with 1 player and with 5+ players simultaneously
  • Fits within scene limits for target parcel count
  • Has clear visual/audio feedback for all interactions
  • Player understands the goal without external instructions
Starting from scratch? See the create-scene skill first to scaffold the project before designing the game.

10. Cross-References

TopicSkillWhen to Use
Interactivity, input handling, raycastingadd-interactivityImplementing click handlers, triggers, input
Multiplayer sync, server communicationmultiplayer-syncNetworked game state, real-time sync
Screen UI, React-ECS, HUD elementsbuild-uiBuilding menus, scoreboards, dialogs
Performance optimization, entity/triangle budgetsoptimize-sceneDetailed optimization techniques

This skill focuses on the design decisions and optimization constraints that shape implementations. For detailed code patterns, see the referenced skills.

平台分布

Codex

33.16%
按下载量换算65

Claude

31.93%
按下载量换算63

Cursor

18%
按下载量换算35

Gemini CLI

9.94%
按下载量换算19

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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